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https://github.com/DramaticShape/DramaticShapeVoxelMod.git
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made cash register a sprite
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+53
-25
@@ -832,31 +832,10 @@ return {
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-- cash register, pinned it `billboard`, and got a bare black
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-- outline standing on the counter with the tile's own art replaced
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-- by its neighbour's.
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counter = { 8, 16, 24, 25, 41, 56, 89 },
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-- The CASH REGISTER (14/15 over 30/31), a keypad and a curl of
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-- receipt paper drawn face-on across two tile rows in the middle of
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-- the counter's east arm. Pinned `counter` it was just paint on
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-- the work surface. In the `billboard` pool it is a standing
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-- per-pixel cutout ten voxels deep -- the flower-and-vase treatment
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-- of Red's house, but with a machine's body rather than a stem --
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-- and the support rule lifts it onto the counter automatically,
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-- because the tile drawn directly BELOW it (16/41) is a pinned 8px
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-- box. Its own pool, so the counter can never absorb it. The art
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-- has a clean light margin on three sides and a black outline all
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-- round, so the shade flood drains the work surface away and leaves
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-- the machine whole.
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--
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-- `console`, not `billboard`, for the two vertical black rules the
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-- COUNTER draws down the outer edges of those same tiles (columns
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-- 0 and 15 of the pair, full height). They are the counter's own
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-- edging, not the register, but black always survives the shade
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-- flood, so the billboard pool extruded them too and the machine
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-- stood flanked by a pair of tall black slabs. A white column
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-- separates them from the register body, so they are their own
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-- connected components -- and `console` carries the same
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-- one-object contract `cutout` has, which keeps the largest
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-- drawing and drops them, at ten voxels of body rather than one.
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console = { 14, 15, 30, 31 },
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-- ...and the register's own two tile rows (14/15 over 30/31) are
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-- part of that same work surface now that the machine has been cut
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-- off them as a sprite -- see `figures` below.
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counter = { 8, 14, 15, 16, 24, 25, 30, 31, 41, 56, 89 },
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-- the free-standing shelf racks: TALL drawings, not deep ones --
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-- each rank collapses onto a one-cell-deep shelf at its drawn
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-- height (the Dojo/Red's-house treatment). 64/65/67 and 80/81/83
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@@ -869,6 +848,55 @@ return {
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-- rule lays them flat unaided; 76/77 is the SALE case's black
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-- interior, which the volume path recesses half a course into the
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-- band -- a dark display niche, which is what it is drawn as.
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-- THE CASH REGISTER: a keypad and a curl of receipt paper drawn
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-- face-on across two tile rows in the middle of the counter's east
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-- arm. Like the Center's seated man it is a FIGURE drawn into the
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-- furniture, so it gets the same treatment -- a flat sprite card
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-- standing on the counter -- and for the same reason: no class pin
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-- can separate it from the counter, because the counter draws its
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-- own edging down columns 0 and 15 of the very same tiles.
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--
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-- That edging is what defeated every automatic reading. Black
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-- always survives the shade flood, so the standee pools extruded
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-- the two rules along with the machine and it stood flanked by a
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-- pair of tall black slabs; `console`'s keep-the-largest-drawing
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-- rule dropped them, but only by throwing away the receipt curl
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-- too whenever the flood happened to cut it loose. The mask just
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-- says where the machine is: columns 2-13, plus the curl climbing
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-- to the top right, and the counter keeps its edging and its light
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-- work surface.
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--
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-- `under` is 16/41 twice -- the plain work surface, which already
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-- carries the west edging (black over white) and the east (dark
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-- over black), so the counter closes up behind the machine with no
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-- synthesis at all.
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figures = {
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{
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w = 2,
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tiles = { 14, 15,
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30, 31 },
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under = { 16, 41,
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16, 41 },
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pixels = {
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".........XX.....",
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"........XXXX....",
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"........XXXXX...",
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"........XXXXXX..",
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"...XXXXXXXXXXX..",
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"..XXXXXXXXXXXX..",
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"..XXXXXXXXXXX...",
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"..XXXXXXXXXXX...",
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"..XXXXXXXXXXX...",
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"..XXXXXXXXXXX...",
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"..XXXXXXXXXXX...",
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"..XXXXXXXXXXX...",
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"..XXXXXXXXXXX...",
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"..XXXXXXXXXXX...",
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"..XXXXXXXXXXX...",
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"..XXXXXXXXXXX...",
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},
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},
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},
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-- NOT covered: INDIGO_PLATEAU_LOBBY, the ninth map on this id and
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-- the only one that is not the 4x4 shop. It draws its own hall,
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-- lift bank and rope stanchions from tiles no Mart places, three
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